The dark cohort of old St. Nick, the Krampus is the sinister creature tasked with punishing the little boys and girls who fail to listen to their parents throughout the year. Presented here for your holiday entertainment, we’re providing you with a collection of Krampuses, a bundle of badness who are intent on leaving behind lumps of coal and teaching a few fear-inspired lessons for a trio of game systems! So, tell your players to be good, lest the Krampus come into play while on their watch!
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“Use your best judgment when deciding how to sunder the Krampus’s bag. I know it’s atypical for 4th edition stat blocks to contain narrative elements, but I hope DM’s will have fun adjudicating them! Happy Holidays!“
Krampus (Level 9 Elite Lurker)
Medium immortal fey humanoid (devil); XP 800
HP 154; Bloodied 77; Initiative +13
AC 22, Fortitude 20, Reflex 24, Will 21; Perception +12
Speed 7, teleport 4
Immune charm, sleep; Resist 10 cold, 10 fire
Saving Throws +2; Action Points 1
Discordant Jingle (fear) • Aura 3
Enemies take a –2 penalty to Perception checks and a –penalty to Will while in the aura. Krampus typically does not activate this aura until after entering combat.
Krampus receives a +2 bonus to attack rolls, and he deals 1d6 extra fire and cold damage to any creatures who have partaken in evil or mischievous acts in the past month. In addition, until Krampus makes its first attack, it is invisible to those who are pure of heart.
Krampus knows the locations of all children, and those who are young at heart, within 50 squares of it, even if it can’t see them.
[M] Golden Virgács (weapon) • At-Will
Attack: Melee 1 (one or two creatures); +14 vs. AC
Hit: 2d8 + 8 damage.
[m] Snatch & Stow (psychic, weapon) • At-Will
Attack: Melee 1 (one creature); + 12 vs. Reflex
Hit: 5 damage, and the target is grabbed and restrained within Krampus’s bag (escape DC 17). The target can make only melee or close attacks, and it has line of effect and line of sight only to Krampus.
First Failed Saving Throw: The target takes 10 psychic damage and takes a –2 penalty to attack rolls until the end of the encounter.
Second Failed Saving Throw: The target is lost in Krampus’s bag and is removed from play either until Krampus is slain or his bag is destroyed.
Aftereffect: The target is covered in a mix of vile bits of sinew, blood, and Small animated biting toys.
[r] Krampus’s Embrace (cold, fear) • Recharge when first bloodied
Attack: Ranged 5 (one creature); +13 vs. Fortitude, Reflex, and Will
Hit: Make a single attack roll and use it against each defense.
Fortitude: 4d8 + 8 cold damage, and the target loses a healing surge
Reflex: 3d8 + 4 cold damage, and the target is immobilized (save ends)
Will: Krampus pulls the target up to 5 squares.
Infernal Jaunt (fire, teleportation) • At-Will
Trigger: Krampus captures a creature in his bag.
Effect (Free Action): Krampus teleports up to 7 squares and deals 5 cold and fire damage to each adjacent enemy at the start and end of this movement. Additionally, Krampus gains partial concealment until the start of its next turn.
Skills Intimidate +11, Perception +12, Stealth +14
Str 14 (+6); Dex 20 (+9); Wis 17 (+7)
Con 17 (+7); Int 15 (+6); Cha 14(+6)
Alignment evil; Languages Common, Supernal
Equipment chain (25 ft.), 1d4 brass bells, loincloth, golden virgács, large bag of holding
Krampus’s Bag: If characters want to sunder the Krampus’s bag to free the children inside, have them make an attack against the Krampus’s Reflex. A single attack that deals 10 or more damage frees the children.
Watch for part 3 of our Krampus Christmas Carnival this week, plus check out part 1! And for more entries from a slew of other folk participating in the carnival, please visit the Nevermet Press site. Information about the Krampus Carnival: The “Steampunk Santa with Krampus” artwork by Steven Austin and Nevermet Press is licensed under Creative Commons.